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Old Skool Monsta Toolz OSMT and the OSM Adventure gametype. Monsters and Puzzles and Traps! Oh, my!

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Old 04-19-2006, 06:32 PM   #1
SuperApe
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OSMT Beta Testing

This is the thread dedicated to problems, questions, and issues regarding the beta testing of OSMT toolset. I have updated this first post with the current ToDo list of bugs to be fixed and features to be added.

NOTE: During development of OSMT v1.5 beta, the working version is openly available to download, try and comment on this thread. (LINK) The working To Do List for it can be found in the included DevLog.txt file. Please just remember that it is still in beta and should not be distributed. Thank you.

(The links and info on the toolset is on another thread. Suggestions and ideas for future development should also be on another thread.)

TO DO LIST:

This is the official ToDo list. Most items are completed. A few remain as "wish list" items.

- = To Do.
> = Some work done on this point.
x = Done.


x There may be a bug in the "fix" I tried for an old (UT) problem with Patroling, regarding PauseTime. The old problem was no PauseTime would be effective until a PatrolAnim was used. Not sure, but that may be borked atm. EDIT: Nailed.
x All deaths in OSM count as suicides in the player stats display (F3), same bug as in Invasion. EDIT: This is fixed. Likewise, monster kills count as kills and weapon stats recorded properly.
x A critical bug found in supplemental update v0.941b disabled MaxLives and MonsterAdjustSkill in OSM games. Fixed in 0.943b.
x All Monster kills give the same 1 frag score, whereas they should have per monster score values.
x Obviously, I need to include the .ucl file to avoid messy steps to create it on the Users end.
x Gibs (while improved from Invasion) can still appear HUGE on larger monsters, I need to implement a per monster gib size property.
- Extra gibs seem to get spawned when a lot of damage is taken, even more gibs than I specify per monster. I need to track that down and take it out.
x Need to specify green blood on a few monsters, I think. Fly, at least.
x Fly kills sometimes result in floating corpses when they should be falling. EDIT: This should be fixed now.
x Monsters need to be prevented from picking up attachments, like pickups. This is rare, but it happens a lot in my test map (Mantas grab the main pickup base items). I had the same problem with the ROOs, I just need to review how I fixed it. EDIT: There is a very expensive fix. I think this is okay now.
x The awareness of the monsters may need tweaking in general. While some monsters are less aware while asleep, busy with an activity, etc., the normal monster can be suprised or sneaked past too easily, especially on lower skill levels. And, there appears to be a limit to monster's awareness beyond a Zone. I might want to try and fix that too. Going along with general awareness, I need to make sure monsters are able to hear and react to gunfire, not just weapon hits. EDIT: The current version tests setting bLOSHearing and bMuffledHearing false to see if that helps. EDIT2: Also decreased the default HearingThreshold to 0.2 and that should increase their hearing radius. EDIT3: This should be pretty good now.
x Much of the code is messy as heck. I need to take out loads and loads of commented-out code, leftover from ScriptedPawn. I'm keeping it in atm for reference only. EDIT: Done.
x Likewise, there are several "extra" actors included in this toolset atm that probably can be omitted in the final release. EDIT: The "extra" actors have been added to the toolset officially. I don't see any more extras to take out.
x I want to complete as much of the monster roster as I can. Initially, that means the remaining SkarrjWarrior classes. I also need to confirm the stats on the Skaarj; I have a feeling that SkaarjScouts probably have more health due to their armor, etc.
- I have thought about adding completely new monsters, but in the same low-res style. I have three or four in my head atm.
x I skipped over the Team stuff, as I was unsure how it would jive with Player teams. At some point however, I'd like to implement it so that monsters can have their own team or can be associated with one of the player teams. EDIT: Done.
x I'd like to add Adrenaline awards for monster killing, different award amounts per monster and make that a game option in OSM.
x OSM SinglePlayer settings are still in the works. There shouldn't be any bot config options and you should not be able to spectate a singleplayer map (I think that would be cheating, not to mention boring). I also need to clean up the config menu and enable the MaxLives config setting. EDIT: Config menu cleaned up. Using the Spectate button from the menu will ignore the spectating mode and cause the player to Play instead. Allow Translocator option disabled. All else seems good now.
x I would like to add CoOp options to OSM, so perhaps SinglePlayer isn't quite the name I need for it. Anyway, as it is now, I've disabled many replication (online) functionality, but with CoOp, I'd want to re-enable them and confirm that the new stuff works online as well. Edit: CoOp enabled. OSMGame renamed to "OSM Adventure".
x Like Assault, I'd like OSM to have a series of objectives to achieve. Also like Assault, I want standardized intro and outtro matinee support (something simple like a standard Tag to give the Matinee actor). I'd also like Matinees to be played during the match, after a milestone objective is reached. That should be a good place to restart the player if they die after that point. EDIT: Progressive playerstarts, cutscene triggering, timelimits per objective and goal/adrenaline awards now handled by the OSMObjectiveManager.
x An idea for a custom ObjectiveManager for OSM sounds very appealing to me. It would serve to standardize the matinees and progressive playerstarts and also give mappers a place to set per objective timelimits, score values, adrenaline awards. EDIT: This is now included.
x I may add some simple HUD stuff for OSM, if needed. A HUDOverlay will do it. EDIT: Aside from the included "You Died" DeathScene overlay, I don't see a need for any special HUD stuff for OSM.
x It is easier to take out the option to start an OSM match with a translocator and add it in per map, then it is to keep that menu option in and have mappers try to take it out per map. So from next version on, the option to start a match with a translocator (called, "Allow Translocator" in the menu) is gone. If mappers want to add them in their map, just add a NewWeaponBase and set NewWeaponsBase.PickUpBase -> PowerUp to "Transpickup". EDIT: This is disabled in the current version.
x I would like at least the intro cutscenes to be interruptable by the player (by pressing Fire). These seem like they would usually be the longest cutscenes and the player would always encounter them upon map start. EDIT: Done. Mappers can set OSMObjectiveManager.bPreventIntroInterrupt=False and player can stop the intro cutscene with a click. Mappers will then recieve an "IntroInterrupted" Event so intro things can be cleaned up.
x Find players about to be gibbed and play the DeathScene at that time to ensure that it's centered on the pawn. Otherwise there is no pawn to focus on and the DeathScene plays at the original location instead. EDIT: This is fixed.
x The first AIScript for the player pawn runs fine during the cutscene, successive ones do not run.EDIT:This has been fixed in supplemental version release v.0.971b along with several other similar problems with the OSMObjectiveManager.
x ThingFactories miscount their spawned things if ItemTag is not set to something unique. EDIT: Fixed by detecting "no ItemTag" and replacing it with the actor name.
x (from Creature Care guide) DrawScale set the collision cylinder at map start. EDIT: Done. Only tickle is Krall and Skaarj are disabled from crouching if they are more than 10% bigger or smaller than their default class dictates.
x (from Creature Care guide) bFixedStart in AI property group. EDIT: Done.
x (from Creature Care guide) Skill adds to game skill level. EDIT: Done. Adds up to maximum of Godlike.
x (from Creature Care guide) Lower default HearingThreshold to 0.2 at most. EDIT: Done. Monsters hear at farther distances now. (around 1024 UU)
x (from Creature Care guide) GoodieDrop was actually called DropWhenKilled (AI group) and apparently was able to drop only one item from the list of items. Perhaps I should change the name to match the old property, and perhaps I should have an extra property bDropOnlyOne. EDIT: Kept the name GoodieDrop for backward compatibility (it's not critical it be named the same). But everything else is done.
x (from Creature Care guide) ThingFactory bOnlyPlayerTouched = True by default. Not doing this. It would cause backward compatibility issues with existing maps and is a relatively minor thing anyway.
x (from Creature Care guide) set bStrafeTo Alarming creatures to focus on Enemy while traveling to AlarmPoint. EDIT: Done.
- (from Creature Care guide) New Actors: Earthquake, ThrowStuff and Jumper.
x (from Creature Care guide) Extra Order state for Pupae: Pouncing. Pupae will "stick" to walls, ceilings, etc. until a player comes along, then they lunge and attack the player. EDIT: Done. This is cool as hell.
x (from Creature Care guide) Make Carcasses destroyable? EDIT: Done. *Also* enabled bPushable and EffectWhenDestroyed. Just enable the appropriate Collision properties to Block and Collide.
x Green-colored screen flashes for Poisoned Damage type: ViewFog RGB positive to lighten, ViewFlash RGB negative to darken. EDIT: Done.
x Remove unnecessary property groups: Shields, UnrealPawn, etc. from ScriptedMonster classes. EDIT: Done. Don't panic. No info lost. It's just a cleaner interface to ScriptedMonsters now.
x Fix Krall Sleeping state and Skaarj FakeDeath state so they leave it when damaged. EDIT: Krall were fine. Skaarj fixed.
x Add editable properties for Fly and Pupae Melee attack damage values. EDIT: Done. All creature's melee attack damages editable.
x New Trigger : PlayerAloneTrigger EDIT: Done. This is a complex trigger, so I'm glad I've done the work *once* so that we can just plop it in and use at will. It would've been hell to implement this with stock actors every time.
x Should find/create a more appropriate projectile for both the Behemoth (homing rockets?) and the LesserBrute (similar to EliteKrallBolt, but given it's own projectile class). EDIT: Done.
- Load/Save game feature.
x "Falling Death" Warlords need to be sure they aren't sitting on the ground, still playing their falling animation. EDIT: Done. Not sure why, but I apparently took crucial code out at some point. Fixed.
x Review ATTITUDE_Frenzy to make sure it's functionality is complete. EDIT: It looks fine. The only thing it doesn't do is keep creatures fighting one enemy while distracted by another they Hate. Meh.
x Review Guarding Order to make sure the creature will actually monitor it's Guarded item. EDIT: Done. This was a feature that was advertised in the original ScriptedPawn code, but never worked, AFAIK, and it appeared to reset the creature's Tag property. This now makes creatures monitor the actor with a Tag that matches their OrderTag and attack enemy Pawns who touch it.
- I would like the new intro interrupt feature to actually fade the view out automatically.
x I need to implement the bDefaultEFX for the TeamVehicleFactory. I have particle EFX for it, I just need to make the Emitter actor and set up any team coloring. EDIT: Done.
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Last edited by SuperApe; 02-01-2009 at 11:48 AM.
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Old 04-19-2006, 10:39 PM   #2
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UNIQUE FEATURES:

Definately check out the individual monster classes on the Monster Manual Notes thread or on the wiki (found as subclasses of ScriptedPawn) for insight on their unique abilities, properties, orders, etc.

Some individual monster abilities that aren't mentioned in the class pages on the wiki are:

- Warlord has the ability to teleport at will. I'm not sure if this was done in UT the same way I do it, but he will teleport in a few different situations: a) when bTeleportWhenHurt is set to true, he will try to teleport out of the map completely instead of dying. b) if bTacticalTeleport is true, will teleport when he is hurt, he may teleport randomly around the map to get away from combat and teleport back to suprise the enemy. c) if bTacticalTeleport is true, will teleport when hunting an enemy, he may teleport to his destination, which is normally some point between him and the enemy.

- If killed in mid-air the Warlord may fall and fire off one last shot before death. It appears this was intended, based on the animations available.

- Flies can be set to bAngryHive true. If done so, an injured Fly will break off attack and try to reach other Flies in its "hive" (other Flies with a matching Tag) to alert them and make its Enemy their Enemy. The result is a swarming effect. This was an idea I had during development.

- Flies can land, walk and sting from the ground. They actually sting at a faster rate on the ground and can prefer that style of attack at times. Although this isn't implemented in Invasion Flies, based on the available animations, I believe this was their original intent.

- Flies have an extra "Prone" state to have them on the ground and immobile at map start.

- GiantGasbags normally either spit out fireballs or smaller Gasbags. I added a feature where if nothing is happening (no combat, etc.) they may try to retrieve Gasbags by grabbing them and swallowing them whole. I got the idea from the available animations, but I do not think that was their original intent.

- Mantas have the ability to land and lie in wait. Again, available animations led me to the idea to enable this feature.

- Mantas have better pitch control to climb and dive better. I figured they should be excellent fliers.

- Brutes have different projectiles to fire. Brute has the normal rockets, but LesserBrutes fire EliteKrall bolts, Behemoths fire Skaarj projectiles. I thought it might be more interesting for them to have variation.

- Brutes may stamp their feet and charge at enemies. Again, there were unused animation sequences that made this a likely feature from UT99.

- Brutes can fall asleep if nothing is happening. They are a bit unaware while asleep. Again, available animations led me to the idea to enable this feature.

- Pupae have an extra "Feeding" Order available. It will put them in a state similar to the Warlords "Mutilating" Order. They will munch and rip off flesh from a gib (gib not provided automatically, like the Warlord's Mutilating carcass is) until an enemy is seen. It is otherwise similar to the Waiting Order, but with a little less awareness.

- Pupae have an extra "Pouncing" Order avaiable. It will stay "stuck" on a wall, ceiling (or anywhere the mapper places it) until an Enemy comes by. It will then attack.

- I havn't confirmed whether old UT Nalicows did this or not, but these Nalicows actually poop.

In addition, all monsters have a few extra features:

- Support flaming gibs and blood streams.
- Variable sound pitch support, based on the drawscale of creatures.
- An extra "Pose" Order is available to make monsters sit still, but it's not really for use except in the case of my Family Photo.
- Several other miscellaneous features or fixes where done and outlined in the DevLog document included in the download. Most were either logical tweaks to default properties or were implementations of all the animations and sounds unused in Invasion, like head shot deaths for Krall and Skaarj, Brute melee attacks, etc.
- Team monsters (either player team or monster team) will follow the leader, if reachable and if not busy with something else, like attacking.
- More intelligent (Mammal and up) creatures can be set to AttitudeToPlayer ATTITUDE_Follow, which will make them follow and defend the players against other creatures.
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Last edited by SuperApe; 06-12-2006 at 04:34 PM.
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Old 04-19-2006, 11:43 PM   #3
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Maybe we can start off by posting here if you've been contacted by me to beta test this toolset. (even if you really haven't had time to do much with it yet)

Just let everyone know who you are and what you'd like to be able to do with a toolset/mod/gametype like this. Thank you.
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Old 04-20-2006, 07:00 AM   #4
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Hey, I'm Boreas

One I found out about the single player framework, I was really exited and downloaded it, but it didn't have maps with it to play, and that sort of let me down. As soon as I found out about this, all the exitement came back... this can be used for multiplayer gametypes as well!!

So, that's pretty much why I was interested in joining the beta testing thing... I've got a couple of ideas about a singleplayer map, and I'm going to work on it in a couple of minutes... see what I can pull off
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Old 04-20-2006, 01:43 PM   #5
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I think everyone here knows me. ;)

So far, I've helped out on a couple of technical issues and made excuses for not doing more testing.

I'm taking a class that runs through May, so I'm hoping to have more time once that's finished. In the mean time, I'm always glad to contribute ideas or help with sticky problems.

I'm also hoping to get back to that other mod

(<-- That one up there, one level back)

sometime soon, so if any of you want to comment in that forum, feel free.
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Old 04-20-2006, 02:01 PM   #6
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Hi, I'm Jos (obviously), and I'll be around to try and get some beta testing done next to the fulltime UE3 job
Go team!
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Old 04-20-2006, 02:36 PM   #7
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I'm n3m35i5, hello all. I have about as much content creation ability as an amish guy, so I run around with the OSM gametype and try to crash it however I can, the technical term for which is "beta testing." other than that I give out suggestions and advice for the gametype, potential maps, and whatever else people come up with, in between bouts of being confused by mappers talking shop.
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Old 04-20-2006, 09:57 PM   #8
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Ironblayde here. I haven't done much yet except to bother SuperApe with a bunch of stuff about time limits and spectators.

I intend to try putting an OSM map together, if for no other reason than to test the various actors that SuperApe has come up with in more varied situations than the test map can provide. I've never released a 2K4 map before, though, as I'm not a terribly artistic person, so I probably won't end up releasing this one either. But we'll see!
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Old 04-21-2006, 05:34 AM   #9
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Hello

Got big plans for a full scale SP project.
Multi maps, all custom weps, multiple locations.
The whole shamozzle
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Old 04-21-2006, 09:01 AM   #10
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Care to have a teammate for that Simeon?
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Old 04-21-2006, 09:57 AM   #11
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Yeah, i may need a hand, still have to plan out exactly what i'm doing first on paper.
I want to hit the editor hard with a solid plan of level design.
Once i get all the level design roughed out, then objectives and AI.
Deco and cutscenes will be last of all.

It's going to be a big project, but it should be a lot of fun.
And who wouldn't want to play a SP where the player is a hot looking female aborigine battling aliens in outback OZ, spaceships and an alien planet
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Old 04-21-2006, 10:15 AM   #12
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Hear, hear.

I'm SuperApe, the guy who continues to bother members of UP to help test this project while it's still in beta. I've always been interested in AI and this project scratches that itch for me. As soon as I realized the kind of complex behavior you use to be able to make monsters do in UT and Unreal, I wanted to bring that back for UT2004. It started with simple monster experiments using ScriptedActions and ended up being this toolset. A singleplayer gametype seemed more than appropriate so I started OSM. So, now I want to bring this project to release and give it to the community. I want it to be presented with a bunch of good OSM maps to play right away.

I am also a professional animator and modeler. I also work on story, as a screenwriter and story artist. I can help out with some of your projects if I have the time. Just ask.

And thank you for your continued support and interest in this project. Your help is invaluable.
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Old 04-21-2006, 02:11 PM   #13
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Whoo!
Excited to be here, although I don't multi-task very well. I'm fully ready to focus 100% of my attention on this project 5%~10% of the time.
I recently slapped together a map for my clan (6 hours, and it was well-accepted!) and so I have some time before they start asking for another one.
I'm probably going to start out by mapping a simple-style OSM map trying to make sure that everything works right, or at least how I would expect. I'd be really interested to see some new monsters in the game, maybe some that have a bone structure for ragdoll animations.
My ultimate goal with working on this project is to learn the details of monster AI for a 2.5D side-scrolling platform mod I want to make for 2k7.
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Old 04-21-2006, 02:40 PM   #14
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Quote:
Originally Posted by Blitz
..other mod..
I've not really played with 2k4 since I irretrevably lost everything I'd been working on the last 6-8 months in yet another HD failure.

If I do get time/enthusiasm back I'll be up for playtesting maps etc, but wouldn't want to comit beyond that, like Blitz, I'd also like to see the other mod at least at a public beta stage.
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Old 04-21-2006, 06:36 PM   #15
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Uhm...hi. When i get some time..i am willing, ready, and able to do some testing.


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